public Tower Build(MouseState mouse) { Vector2 adjacent = new Vector2(this.builderSprite.spriteX, this.builderSprite.spriteY); if (adjacent.X + 32 >= mouse.X || adjacent.X - 32 <= mouse.X || adjacent.Y + 32 >= mouse.Y || adjacent.Y - 32 <= mouse.Y) { Vector2 towerbase = new Vector2(mouse.X, mouse.Y); Tower newtower = new Tower(towerbase); //newtower.LoadContent(Content); return newtower; } offset += offset; return new Tower(new Vector2(600, 0+offset)); }
public void addUnit(String team, String type) { if (team == "PLAYER") { switch(type){ case "APPRENTICE": Apprentice app = new Apprentice(autoPlace); autoPlace.X += 32; player.Add(app); break; case "ARCHER": Archer temp = new Archer(autoPlace); autoPlace.X+=50; player.Add(temp); break; case "CATAPULT": Catapult cat = new Catapult(autoPlace); autoPlace.X += 32; player.Add(cat); break; case "COMMANDER": Commander com = new Commander(autoPlace); autoPlace.X += 32; player.Add(com); break; case "ROGUE": Rogue rog = new Rogue(autoPlace); autoPlace.X += 32; player.Add(rog); break; case "TOWER": Tower tower = new Tower(autoPlace); autoPlace.X+=50; player.Add(tower); break; case "WARRIOR": Warrior war = new Warrior(autoPlace); autoPlace.X += 50; player.Add(war); break; case "PAWN": Pawn paw = new Pawn(autoPlace); autoPlace.X += 50; player.Add(paw); break; case "CLERIC": Cleric cler = new Cleric(autoPlace); autoPlace.X += 50; player.Add(cler); break; } } else { //Console.WriteLine("creating artificial stuff"); switch(type){ case "APPRENTICE": Apprentice app = new Apprentice(autoPlace); autoPlace.X += 32; artificial.Add(app); break; case "ARCHER": Archer temp = new Archer(autoPlace); autoPlace.X+=32; artificial.Add(temp); break; case "CATAPULT": Catapult cat = new Catapult(autoPlace); autoPlace.X += 32; artificial.Add(cat); break; case "COMMANDER": Commander com = new Commander(autoPlace); autoPlace.X += 32; artificial.Add(com); break; case "PAWN": Pawn paw = new Pawn(autoPlace); autoPlace.X += 50; artificial.Add(paw); break; case "ROGUE": Rogue rog = new Rogue(autoPlace); autoPlace.X += 32; artificial.Add(rog); break; case "TOWER": Tower tower = new Tower(autoPlace); autoPlace.X+=32; artificial.Add(tower); break; case "WARRIOR": Warrior war = new Warrior(autoPlace); autoPlace.X += 50; artificial.Add(war); break; case "CLERIC": Cleric cler = new Cleric(autoPlace); autoPlace.X += 50; artificial.Add(cler); break; } } }
public void addUnit(String team, String type, Vector2 position) { if (team == "PLAYER") { switch (type) { case "APPRENTICE": Apprentice app = new Apprentice(position); player.Add(app); break; case "ARCHER": Archer temp = new Archer(position); player.Add(temp); break; case "CATAPULT": Catapult cat = new Catapult(position); player.Add(cat); break; case "COMMANDER": Commander com = new Commander(position); player.Add(com); break; case "PAWN": Pawn paw = new Pawn(position); player.Add(paw); break; case "ROGUE": Rogue rog = new Rogue(position); player.Add(rog); break; case "TOWER": Tower tower = new Tower(position); player.Add(tower); break; case "WARRIOR": Warrior war = new Warrior(position); player.Add(war); break; case "DIGIT": Digits digit = new Digits(position); player.Add(digit); break; case "CLERIC": Cleric cler = new Cleric(position); player.Add(cler); break; } } else { switch (type) { case "APPRENTICE": Apprentice app = new Apprentice(position); artificial.Add(app); break; case "ARCHER": Archer temp = new Archer(position); artificial.Add(temp); break; case "CATAPULT": Catapult cat = new Catapult(position); artificial.Add(cat); break; case "COMMANDER": Commander com = new Commander(autoPlace); artificial.Add(com); break; case "PAWN": Pawn paw = new Pawn(position); artificial.Add(paw); break; case "ROGUE": Rogue rog = new Rogue(position); artificial.Add(rog); break; case "TOWER": Tower tower = new Tower(position); artificial.Add(tower); break; case "WARRIOR": Warrior war = new Warrior(position); artificial.Add(war); break; case "CLERIC": Cleric cler = new Cleric(position); artificial.Add(cler); break; } } }